A guide for heavy weapon builds for the Fighter class.
Build
This is a build that focuses on burst damage thanks to the high damage of heavy weapons. Although slow, they can deal a lot of damage in a short amount of time with weapon mastery attack and abilities, and then continue with minimal constant damage with basic attacks.
Here is a video of this build in action:
Level 25 maxed out clear of Crescent Grove
Level 25 maxed out clear of Crescent Grove using Divine instead of Recovery
There are 2 interesting ways you can build here:
- The first is getting a shield and one-handed weapon as your second weapons and picking Shield Bash for better grouping of mobs so that you can make the most out of your AoE.
- The second way is to choose another spell instead of Shield Bash. Good candidates for this spell slot are Divine/Lethal Strike/Execute/Inner Focus, with Divine being, in my oppinion, the strongest among them. You can also opt for a ultility spell, like Leg Up or Sturdy, whicever suits your playstyle, as you will already be having a lot of damage at max lvl.
Skill Priority:
Cyclone -> Rage -> Stomp -> Blood Gush -> Shield Bash -> Bulwark -> Reflect
10:Stomp 1/4 – Shield Bash 1/4 – Rage 2/6 – Recovery 4/5 – Blood Gush 1/4 – Bulwark 1/4 – Heavy Melee Mastery 2/2 [12/15 points used]
12: Stomp 2/4 – Blood Gush 2/4 – Shield Bash 2/4 – Bulwark 2/4 [16/18 points used]
14: Cyclone 2/5 – Stomp 3/4 – Shield Bash 3/4 – Rage 4/6 [21/21 points used]
16: Stomp 4/4 – Shield Bash 4/4 [24/24 points used]
18: Cyclone 3/5 – Blood Gush 4/4 [27/27 points used]
20: Reflect 1/3 – Rage 5/6 – Cyclone 4/5 [30/30 points used]
At level 16/18 you can switch out Recovery for Divine. Although you do not get Magic Power from your gear, your Rage buff gives you Magic Power, so Divine actually becomes decent! It has the potential to heal 247 health at rank 3 over its full duration IF you have your buff up when casting it.
Always keep your Rage buff active
The playstyle consists of using your charged Heavy Special attack from the maximum range possible and dashing around the battlefield. You should only go into melee range to let your stamina regenerate to full and line up for a big AoE on mobs with significant health. It is also very valid for you to use cyclone at range, and it’s most effective when the mobs are lined up against a wall, as the cyclone also does pushback to most mobs.
In certain situations, the mobs are so aggressive in their attack patterns/fast that you will not be able to play at range, and you will be forced into melee. When this happens, your only option is to stay in melee and parry/use normal attacks until all aggressive mobs are grouped up, then proceed to burst them or start kiting once they are stunned with Shield Bash.
There are 2 burst rotations when in melee:
The one that works without a need for special mechanics:
- Stomp -> Blood Gush -> Shield Slam -> Cyclone
The one that involves “pocket switching”:
- Stomp -> Shield Slam -> Blood Gush -> Cyclone
The “pocket switching” rotation is way faster than the first one, and it involves pressing a skill then quickly pressing Shield Slam during that skill’s execution; this will make it so that Shield Slam will be cast without switching weapons. Theoretically, you can also use pocket switching for the first rotation aswel, I but thought of that more of as something you would use IF pocket switching were to be removed.
During leveling, the jump attack becomes a perfect alternative to charged Heavy Special when fighting grouped mobs, although in later dungeons like Crescent Grove, mob attack patterns are more aggressive so you will get caught by attacks during your dash attack or during the landing animation.
For boss fights always stay in melee and just parry the attacks.
Stats:
Attack Power > HP
You will want to have Killer enchantments on your items, and put a lot more points in Vitality, about ~23-25.
Required level will be put inside square brackets.
- Helmet: Iron Halo[7] -> Rage Circlet[10] -> Knightguard Halo[17]
- Chest: Iron Chestpiece[7] -> Warrior Chest[10] -> Mithril Chestpiece[15] -> Lord Breastplate [12] -> Chainscale[ Chest17] -> King Breastplate[18] -> Berserker Chestpiece[21]
- Cape: Nokket Cloak[6] -> Regzuul Cape[12] -> Forlorn Cloak[16] -> Cobblerage Cloak[17]
- Pants: Journeyman Leggings[7] -> Warrior Leggings[10] -> Lord Greaves[12] -> King Greaves [18] -> Berserker Leggings[21]
- Heavy Weapon: Slimek Axehammer [5] -> Iron Axehammer[7] -> Geist Scythe[9] -> Crypt Pounder[10] /(alternative)Stone Greatsword[10] -> Poltergeist Scythe[14] -> Coldgeist Punisher[17] -> Quake Pummeler[20]
- Sword:Demicrypt Blade[8] ->Rude Blade[10] / Dawn Mace[10] -> Vile Blade [12]-> Mithril Sword [15] -> Coldgeist Blade [17] / Serrated Blade[17]
- Shield: Iron Shield[7] -> Omen Shield[12] -> Nethercrypt Shield[14] -> Mithril Shield[16] -> Rustweary Shield[19]
- Ring: Ambersquire Ring [7] ->Geistlord Ring[12] -> Jadetrout Ring[17]
Although it might not be the most powerful or fun build, it is by far my favourite fantasy by looks alone. Big weapons and big numbers are always cool; I’m glad to see Atlyss has real fantasy heavy weapons.
Up to date as of version 1.5.8a
And that wraps up our share on ATLYSS: Heavy Weapon Build – Fighter. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by ColdPint, who deserves all the credit. Happy gaming!